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Any feat with the [Necromatic] tag is a necromantic creation feat. This means that it is merely one part of the dark tradition of necromancy; other means such as necromancy spells or other effects can create these undead, but this an easy path for the serious Necromancer. One trait shared by these feats is that each feat has a separate control pool for the undead it creates. For example, if a necromancer has the Path of Blood feat and the A Feast Unknown feat, he may control up to his unmodified charisma modifier in vampires or vampire spawn in addition to controlling up to his unmodified charisma modifier in ghouls. It is a move action to give commands any one undead creature. Any undead controlled by this feat cannot create undead or use the Spawn Undead ability.
The rituals are inexpensive, but require the flesh and blood of intelligent creatures as well as living creatures or fresh corpses as subjects. Any additional costs or conditions are listed in the individual feat. These rites take 1 hour per CR of the creature created, and can only be performed at night or in a location that has never been touched by the sun (such as a deep cave). The maximum CR of an undead creature created with these rites is two less than the creator’s character level.
Materials to create any undead always cost at least 25 gp per hit die. Creating undead by these method generally requires at least an hour.

A Feast Unknown [{{#arraymap: Necromantic|, |x|Type::x}}]Summary::You have partaken of the feast most foul and count yourself a king among the ghouls.Prerequisites: {{#arraymap: You must have consumed the rapidly cooling flesh of an intelligent mortal creature. Must be evil.|,|x|Prerequisite::x}}Benefit: You can create Ghouls or Ghasts from any dying person (at -1 to -9 hps). Any undead you create have the Scent special quality. In addition, any time you completely consume the flesh of a sentient creature, you regain 5 hps per HD. You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than your character level.

Body Assemblage [{{#arraymap: Necromantic|, |x|Type::x}}]Summary::The discarded husks of life are nothing more than a building material to you.Prerequisites: {{#arraymap: Caster Level 1+, Ability to cast 1st level spells of the Necromancy school|,|x|Prerequisite::x}}Benefit: You may create skeletons and zombies that serve you alone. You automatically control up to your unmodified Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level. Special: A first or second level character can create undead less than their own CR, but each undead creature counts as two for control purposes.

Feed the Dark Gods [{{#arraymap: Necromantic Creation|, |x|Type::x}}]Summary::You have attracted the attention of dark gods and demon lords, and they are willing to grant dark life to your creations in exchange for pain and power.Prerequisites: {{#arraymap: Any two Necromantic feats, Character Level 7, 10 ranks in Knowledge (Religion)|,|x|Prerequisite::x}}Benefit: You may create any undead creature through the art of sacrifice. For every CR of the creature you wish to create, you must sacrifice one sentient soul (Int of 5 or better) and 500 gp. For example, if you wish to create a CR 8 Slaughterwight, you must sacrifice eight sentients and 4,000 gp. You cannot create any undead with a CR greater than two less than your character level. You automatically control up to your unmodified Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.

Wrappings of the Ages [{{#arraymap: Necromantic Creation|, |x|Type::x}}]Summary::The ancient secrets by which unlife can be sustained in mummification have been unearthed.Prerequisites: {{#arraymap: Character Level 8|,|x|Prerequisite::x}}Benefit: You can create mummies. In addition, any undead you create has their natural armor increase by +3. Also, any time your undead rest (take no actions) in an enclosed space that has never been touched by the sun, the location counts as a Tomb for them as long as they inhabit it (see New Rules). In all other ways, the area is not a Tomb. You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.

Fairy Eater {{#set:Type=General}}Summary::By consuming the flesh of fairies, you have absorbed a fraction of their magic.Prerequisites: {{#arraymap: A Feast Unknown, Must have consumed the flesh of a creature with the fey type|,|x|Prerequisite::x}}Benefit: All figments and glamers you cast have their duration extended by two rounds. In addition, all spells from the Trickery Domain are considered spells known for you, you gain a +4 to Disguise checks, and you can choose to count as a Fey for the effects of spells, magic items, or prerequisites for feats or prestige classes.

Heavenly Desserts {{#set:Type=General}}Summary::By gorging on the sweet flesh of angels, you have digested a portion of their divine essence.Prerequisites: {{#arraymap: Character Level 10, A Fest Unknown, Must have eaten the flesh of an Angel, Archon, Eldarin or Deva|,|x|Prerequisite::x}}Benefit: You gain the ability to cast one spell from the Half-Celestial template per day as a spell-like ability (limited by your HD on the Half-Celestial chart). In addition, all spells from the Gluttony Domain are considered spells known for you, you gain a +2 to Diplomacy checks, and you can choose to count as Good for the effects of spells or magic items.

Child Necromancer [{{#arraymap: General|, |x|Type::x}}][[Summary::An obsession with death and experimentation with necromancy early in your childhood perverted your body and blossoming magical talent. As a result, your body never aged past childhood, and you are an adult in a child’s body, magically powerful but physically weak.]]Prerequisites: {{#arraymap: Caster Level 1+, Must know at least one necromancy spell of each level you can cast|,|x|Prerequisite::x}}Benefit: All Necromancy spells you cast are at +4 caster level, and you gain the effects of Weapon Finesse for all Necromancy touch attack spells you use (if you desire). You have –4 Strength, and appear to be a child despite your actual age category (this does not prevent penalties or bonuses from advancing in age categories, or stop the aging process). You are one size category smaller than normal for your race (do not further adjust ability modifiers). If you are a spontaneous caster, you may permanently exchange any spell known for any Necromancy spell you possess in written or scroll form. If you are a preparation caster, you may learn any Necromancy spell you possess in written or scroll form from any list, and you may not select Necromancy as a restricted school. These Necromancy spells may be from any list, can be exchanged at any time, and once gained are cast as spells of your spellcasting class. These spells remain as spells known even if you later lose this feat.Special: This feat can only be taken at 1st level. If circumstances ever cause a character to no longer meet the prerequisites of this feat, they may choose any metamagic feat they qualify for to permanently replace this feat.

Sleep of the Ages {{#set:Type=General}}Summary::Your mastery of ancient mummification techniques has revealed a secret technique for sleeping away the ages.Prerequisites: {{#arraymap: Character Level 8, Wrappings of the Ages, You must remove all of your internal organs and place them within canopic jars during a magic ritual|,|x|Prerequisite::x}}Benefit: By arranging focuses worth 1,000 GP in a ritual manner and wrapping yourself in the funeral arrangements of a mummy, you can initiate the Sleep of the Ages. Until your focuses are disturbed, you will stay in suspended animation. In this state, you do not age, do not need to breathe or eat, and are not subject to any effect requiring a Fort Save.
As a side effect of learning this technique, you remove all of your internal organs and place them within canopic jars during a magical ritual. This process does not harm you, and from this point onward you are no longer subject to critical hits or sneak attacks. Having your organs in canopic jars has no other game effect, but if they are destroyed you no longer gain the effects of this feat (your organs magically return to your body and you must remove them again to regain the use of this feat.)

Control Spawn [{{#arraymap: Undead|, |x|Type::x}}]Summary::Your victims serve you eternally in death.
{{#set:Prerequisite=None}}Benefit: When a creature dies from the negative levels you inflict and rises as a Wight, it comes under your control. At any one time, you may control a number of Wights in this manner equal to your Charisma modifier (minimum of one). If you create additional Wights, you choose which spawn you lose control over.